First event in some time, finally got a chance to combat test my Bullpup RS MkII.
All rules can be found here.
Note that while I do my best to cover all significant blasters, it is entirely possible that I missed or forgot to include some. Also note that I primarily cover/detail mods that affect functionality and performance.
Regular/Recurring:
Elite Rapidstrike (various setups) – full-auto, mag-fed flywheeler. Excellent in close quarters and against groups of zombies. Can easily waste a lot of ammo if trigger discipline is lacking.
Elite Stryfe (various setups) – semi-auto, mag-fed flywheeler. Solid all-rounder leaning towards ROF, effective in most combat situations. Highly customisable and very popular.
Elite Retaliator/Modulus Recon MkII (various setups) – slide- or pump-action, mag-fed springer. Decent all-rounder, leaning towards power and accuracy. Somewhat slow firing, making it slightly vulnerable in close quarters against groups. Highly customisable and quite popular.
Rival Nemesis (various setups) – full-auto, hopper-fed flywheeler. Exceptional at volume-of-fire, area denial and group destruction. Rather bulky and heavy and suffers from typical Rival weaknesses, mainly rapid loss of projectile velocity and accuracy beyond ~15m. Can eat through ammo extremely quickly with poor trigger discipline.
New/Infrequent:
N-Strike Longstrike (unknown mods, if any) – bolt-action, mag-fed springer. Totally outclassed by most modern blasters, due to the use of a highly inefficient reverse plunger system. Fairly slow firing and quite large.
From the beginning, I paired up with one other zombie. We stayed towards the north edge of the play area, however were soon targeted by multiple zombies and Tanks. During one of these engagements, my Bullpup RS suffered a pusher failure and was made unusable. I was forced to switch to Sweet Revenges, however was tagged shortly afterwards.
The next round was Space Pope.
Right at the start, the Traitor revealed themselves and tagged the General. Now with no reason to conceal their identity, the Space Pope revealed themselves and the humans formed a tight defensive circle around them. However, poor situational awareness and persistent zombie charges resulted in the human group being whittled down slowly. The release of Tanks sped this up substantially, to the point where there was about a 2:1 zombie-human ratio when the Husk was released.
The last couple of minutes were frantic and chaotic, with darts flying in every direction and people everywhere. In one particular skirmish, the three or so Tanks charged in simultaneously from different directions, which caused disarray in what was left of the human defenders. Although the three Tanks were all stunned, they left a substantial opening for other zombies to move in, and I was tagged by one of these zombies. The Space Pope was tagged shortly after, for a zombie victory with around 2.5 minutes left.
This time, I was selected as the Traitor. Early on, the zombies seemed to fare much worse than the previous round, with a lot less random tags and a fair amount more humans. Even the release of Tanks didn’t help too much, with zombie numbers still left quite low. I’d heard a suggestion of who the Space Pope was, and was planning my attack, when suddenly another human revealed themself as a Traitor and tagged the General. Having believed that there was only one Traitor, I checked with some of the other admins on what happened and what to do. After about a minute, they confirmed that there was only one Traitor picked, but the other person genuinely believed that they had been selected. As such, I resumed play as an ordinary human.
The rest of the round was a bit of a zombie slaughter. Even with increased numbers and all mutations, the zombies struggled to make much headway into the human defences. Ultimately, sheer numbers and firepower were simply too much, and the humans easily held out for a human victory.
For this round, we designated the Husk VIP with a Buzz Bee Predator (single-shot bolt action thing), and the Tank VIP with a stock X-Shot Turbo Advance (very weak, even by stock blaster standards). The zombies were allowed to start with Infector weapons, as well as one small and one big shield. From the beginning, I stuck with a small group of humans and we stayed towards the north, with a great view of the other human groups being herded around by the zombies. The Husk VIP was tagged relatively early. By the time the zombie group approached us, they had grown substantially in size, to at least a dozen or so.
We slowly moved towards a corner to draw the zombies closer in. We planned to push directly through the group, which once we crossed over would give us a good distance between us and the zombies. Unfortunately, this didn’t quite go to plan. We engaged the zombies, stunning many of the ones directly ahead of us, and ran past. During this, I was hit on the foot by the Husk, and I believe one or two more humans were tagged as well. With the group now with less numbers than expected, and the zombies receiving Tank reinforcements, the rest of the group was quickly overwhelmed and tagged.
The remaining humans were split into multiple small groups, no more than 3 or 4 per group. These made for easy pickings for a decently sized zombie horde with all upgrades, and each group was overwhelmed one by one.
You can find the same post on my own blog: Outback Nerf